Lecture 20: (11/29) More Graphics

by Mike Gleicher on December 1, 2012

We kept going through the notes on graphics stuff useful in games. (see 11/27) We went through parallax mapping, relief mapping, environment mapping, and shadow mapping. (it was mapping day!)

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Lecture 19: (11/27) Graphics

by Mike Gleicher on November 24, 2012

(note: these notes were covered over 2+ days. day  1 we got through bump mapping, day 2 was all kinds of advanced mapping, leaving shadow volumes for day 3) High Level Review: (see Lecture 7): What are the goals of graphics for games? Fast (keep up the frame rate) Dynamic (respond to what’s going on) […]

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Lecture 18: (11/20) HCI

by Mike Gleicher on November 18, 2012

Reading Assignment 8 Why HCI (see 2011 notes) Usability vs. Games Nobody learned to play the violin because it was easy (or play chess, or baseball) How does usability matter? Frustration vs. Challenge Design Principles Don Norman boils it all down to 2: Visability Conceptual Models Is needing an instruction manual a cause or a […]

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Lecture 17: (11/15) Sound (Guest Lecture)

by Mike Gleicher on November 15, 2012

Prof. Joe Koykkar will talk about sound design. He suggests these links for good resources: Sound Design Essentials: Books (generally a useful blog) Good article of doing sound design for games in the real world.

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Lecture 16: (11/12) Some Tech Tricks

by Mike Gleicher on November 12, 2012

Distance Transform Algorithm – to think about GPUs, parallelism Distance Transform Applications – to think about AI Noise – a useful topic, but cute tricks Distance Transform Algorithm Review Danielson EDT (linear time) linear but serial (and linear in # of pixels, not edge size) equivalence to vornoi diagrams Introduce propagation algorithm fast implementations with […]

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Lecture 15: (11/8) Process

by Mike Gleicher on November 12, 2012

Guest Lecture by David

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Lecture 13: (10/30) Random Tech Thoughts

by Mike Gleicher on October 30, 2012

Administrivia: Project 2: Kudos, Post-Mortems Project 3: Prep for Thursday Small topics – that may or may not be useful. Goals for Programming http://research.cs.wisc.edu/graphics/Courses/679-s2007/Main/GameProgramming Engine Architecture (memory management, entity systems, …) Data Driven Programming Memory management http://research.cs.wisc.edu/graphics/Courses/679-s2007/Main/MemoryManagement Entity system article http://gamedeveloper.texterity.com/gamedeveloper/201111?pg=17#article_id=121394 Perlin Noise (as a way at lots of concepts) http://research.cs.wisc.edu/graphics/Courses/679-s2007/Main/Noise

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Lecture 12: (10/23) Project 2&3 Discussion

by Mike Gleicher on October 23, 2012

Last week review. Handin mechanics – class mechanics (feedback from playtests) – postmortems Reflection exercise – 2 concepts from game design discussion and how they are reflected in your game. 1 that you are getting right, 1 that you aren’t (may try to fix). project 3 some thoughts on working together not a “realistic” team […]

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Class today! (10/18 Lecture)

by mark on October 18, 2012

CS679, Today in class we are going to spend some time using our new game design vocabulary to analyze two different games, Braid and Defcon. To prepare for class please: 1. Download and install the free demos for both games -Defcon is available from http://www.introversion.co.uk/defcon/ for mac/pc -Braid is available by installing steam at http://store.steampowered.com/app/26800/ Unfortunately, you will […]

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Lecture 10 & 10b: (10/9&11) Game Design 102

by Mike Gleicher on October 8, 2012

David will start w/MDA David’s Gagnon – 2012 – SissyFight 3000 and MDA My really old notes: 2007 What is Fun (Falhstein’s theory, Types of Fun, Crawford, Flow, Goals&Choices) 2007 Game Design– Formalizing, Aesthetics, Issues List 1 – Compelling Goals – make the player WANT to do something 2 – Clear Goals – make sure […]

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